1) Extracted and analyzed 5800 weapon files in an attempt to harmonize the penetration and accuracy details.
2) Built formulas to normalize the above
3) Created naming index for all weapons
4) In process of updating all files with formula results (ETC: ~1 month)
5) Extracted and analyzed research tree
6) New research options will be extensive, but mutually exclusive
7) Introduced 11 engine levels
8) Introduced 11 shield types
9) Introduced 9 armor levels
10) Mercenary ships will be unique: anything larger than a corvette will be buildable only once per game--if it is destroyed it cannot be rebuilt
11) Introduced Industrial, Transport, Container, and Passenger ships
12) Introduced War Factories
13) Introduced Science Station and additional research ships

I have be quiet, but work progresses on this daily...it is now quite a bit different than I had originally intended as it has taken on something of an economy-style game. Freighters carry raw materials to processing plants in order to manufacture the alloy necessary for ship production, gas refineries ship product to fusion plants in order to manufacture necessary components for advanced shield systems and weapons systems...yes it has been an unfortunate amount of fun to turn Complex into something even more complex...

I hope to have a player-ready version released within a few months...I am at this time mostly polishing off some of the rougher edges and aligning all ships so that they may function together in the same universe.

Quite a lot of updates over the past few months...I tend to spend about 1 to 3 hours a day on this mod so a lot of progress has been made.

1) All Mercenary fleets (about 1100 ships) have been fully incorporated. This means all stats, icons, weapons, bug-fixes, and other sundry details have been updated. Still some fine tuning might be required, but so far most are doing what has been intended
2) About 1/4 of the ~500 allied ships have been implemented
3) The economy frame-work is sketched out and works in principle. The resource operations script is functional.

Sounds good.
Hmm, watch out you don't overload it with too many objects, it might put too much of a drag on performance!_________________I'll have a Neutron Blaster please...
...No Neutron Blasters...
In that case I'll have a glove...

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